demostenes Posted December 26, 2013 Share Posted December 26, 2013 When I import our character skinned mesh into unigine (we tried both from 3dsmax and direct import from fbx), it seems there is problem with smooth groups, or normals. In other engine it is OK (direct import from fbx): http://imageshack.com/a/img713/3497/9tdd.png Link to comment
sebastianbah Posted December 27, 2013 Share Posted December 27, 2013 Hi,Could you please send us a minimal test scene (3DS Max or FBX file). It surely can help us to get to the root of the problem faster. Thanks! Link to comment
honya Posted December 27, 2013 Share Posted December 27, 2013 Hi, I send you minimal file with the model. Honya Link to comment
sebastianbah Posted December 28, 2013 Share Posted December 28, 2013 Hi,It's better to move UV-borders from the shoulder to the internal portion of the arm. These artifacts are caused by gaps in tangent space.In 3Ds Max you can see those such gaps too. Image from 3Ds Max 2014 in attach. To avoid the seam on the neck you need to add common Normal modifier and unite normals of these parts. Link to comment
demostenes Posted January 1, 2014 Author Share Posted January 1, 2014 Hi, It's better to move UV-borders from the shoulder to the internal portion of the arm. These artifacts are caused by gaps in tangent space. In 3Ds Max you can see those such gaps too. Image from 3Ds Max 2014 in attach. To avoid the seam on the neck you need to add common Normal modifier and unite normals of these parts. Thanks, this really helps. "Different engine" is doing automatical normal recalculation during import, so this is reason, why it look better there. Link to comment
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